pcsx2/bin/resources/shaders/vulkan/imgui.glsl
Stenzek 398cf43782 GS: Combine HostDisplay with GSDevice
GS/DX11: Don't throw bad_alloc on surface creation fail

GS: Link device and host display construction/destruction

FullscreenUI: Replace HostDisplayTexture with GSTexture

GS: Purge HostDisplayTexture

GS: Move everything in HostDisplay to GSDevice

GS: Move ImGui rendering to GSDevice

GS: Get rid of reset/store API state
2023-04-06 08:48:07 +01:00

40 lines
701 B
GLSL

#ifdef VERTEX_SHADER
layout(location = 0) in vec2 Position;
layout(location = 1) in vec2 UV;
layout(location = 2) in vec4 Color;
layout(push_constant) uniform PushConstants
{
vec2 uScale;
vec2 uTranslate;
};
layout(location = 0) out vec2 Frag_UV;
layout(location = 1) out vec4 Frag_Color;
void vs_main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = vec4(Position * uScale + uTranslate, 0.0f, 1.0f);
}
#endif
#ifdef FRAGMENT_SHADER
layout(binding = 0) uniform sampler2D Texture;
layout(location = 0) in vec2 Frag_UV;
layout(location = 1) in vec4 Frag_Color;
layout(location = 0) out vec4 Out_Color;
void ps_main()
{
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
}
#endif